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Jannak

Was the Doom 3 source code ever released?

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raymoohawk said:


Ah...ah.

But the last question remains though, has anyone made "ZDoom" like equivalent source ports for it or even mods that added new monsters/weapons/etc? Of course though especially someone attempted to recreate the Doom 3 alpha.

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Spooky said:

idCVar idMegaTexture::r_megaTextureLevel( "r_megaTextureLevel", "0", CVAR_RENDERER | CVAR_INTEGER, "draw only a specific level" );
idCVar idMegaTexture::r_showMegaTexture( "r_showMegaTexture", "0", CVAR_RENDERER | CVAR_BOOL, "display all the level images" );
idCVar idMegaTexture::r_showMegaTextureLabels( "r_showMegaTextureLabels", "0", CVAR_RENDERER | CVAR_BOOL, "draw colored blocks in each tile" );
idCVar idMegaTexture::r_skipMegaTexture( "r_skipMegaTexture", "0", CVAR_RENDERER | CVAR_INTEGER, "only use the lowest level image" );
idCVar idMegaTexture::r_terrainScale( "r_terrainScale", "3", CVAR_RENDERER | CVAR_INTEGER, "vertically scale USGS data" );


Source code is spooky D:

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Jannak said:

Ah...ah.

But the last question remains though, has anyone made "ZDoom" like equivalent source ports for it or even mods that added new monsters/weapons/etc? Of course though especially someone attempted to recreate the Doom 3 alpha.

Isn't vanilla Doom 3 powerful enough when it comes to single player modding, therefore less need for an enhanced version?

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Yeah. There's not really much to do with the source in regards to modding features.

What can be done though is expand the options of the lighting engine and LOD handling. As can be seen in games like ETQW, Quake 4 and Wolfenstein 2009. As well as the functionality of the rudimentary megatexture feature. Work on improving the built in editors, which got a lot of bugs to fix.

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